The Junkyard:
One problem I have with this track is that it is a multiple route track, and yet the highest and most direct route is the fastest. There is no element of mixing routes to see which is fastest. The track has very little depth. Look at Tired Hill, Where's the ground, and Smoke 'n' Mirrors. We had to experiment with route mixing to see which is fastest, and it is entirely possible that we never found the fastest route. That's what gave these tracks replay value.
Also, I'm not one to focus too much on visuals, but this track feels visually busy.
On the plus side, you did a nice job using natural terrain and making a consistent physics obstacle that fits the theme.
4/5
Originally Posted by xzamplez
"Great track, one complaint that I usually have about multiple routes:
One route is amazing, the other is a "go **** yourself."
The top route works perfectly, but the bottom route is just a kick in the face.
The bottom route has TWO elevators, a backflip, a window you have to break through that has physics (You can make it so the window doesn't affect the rider when it breaks), a bunch of pipes that force you to go really slow, and then a steep hill that doesn't belong in a medium track.
Multiple routes only work if both are decent. One should be better than the other, but they should at least be close. Who in their right mind would choose the bottom route if they were good enough to make the choice? No one.
A good example of multiple routes would be Tired Hill from Trials HD. It was actually hard to figure out which route was best because there were so many fast ways to go through it. It's not very hard to figure out the best route in your track.
Still, 5 stars."
That's a quote of myself from the track creator's thread.
It's crazy how we said the same exact thing. (Unless you already read that post)
As I was reading this, I was thinking "This guy is repeating what I said right after quoting me." Lol. No, I didn't see your post.Originally Posted by buttcheekofdeth
And after this big problem with the map, you still reward 5 stars?
I'm a nice guyOriginally Posted by xzamplez![]()
But the map was very good in other ways. Lots of creativity and the top line does work very well.
There's only a problem with a multiple route track is if the risk reward ratio does not stack up.
If a top route is incredibly hard all the way through then the reward of a far quicker time is absolutely fair providing a bottom route is consistently easier. There is a bit of a problem with this track in that the top route isn't particularly hard to achieve yet is so much quicker while the bottom route has a couple of surprisingly hard bits in it even though it is slower.
The best multiple route tracks as has been said will mix it up a bit and experimentation will find the fastest route but the risk reward should always be there on the best of them.
I still think this is a stunning track because of the incredible attention to detail, it's marvellous visual theme, some rock solid and clever uses of physics as well as a very nice and addictive line on top. And it's also worth mentioning that you can get a very decent time on the Scorpion as well as the Phoenix which is not always the case in some tracks.
And speaking of marvellous visual themes, the SmEgHeAd89 track "Trialassica" is well worth checking out as it is drenched in atmosphere and still has an interesting and tricky driving line.
Trialassica has the best use of sounds I have seen (heard?) so far. Really great track. Shows how to do atmosphere, theme and driving line in one track.Originally Posted by GOLEM100
Most people on TC only play a track one time, and if you dont get a high rating with the first couple of hundreds dl your track will get lost in tc.Originally Posted by buttcheekofdeth
so having one fast line for people who is gonna play the track more than once, and one with somme gimmic like the elevator car,breaking throu glass and a backflip for the 90% of players who is gonna play the track once and rate it made a lot of sence in my opinion. And it worked, i now have 41 000 dl on that track![]()
And finetuning one line is extremly time consuming, because you have to begine from the startingline everytime you have done a little finetuning, because of the momentum, and if you have 2 equal lines the tuningpart will doubble,and i allready have spent more than 40+ hour on that track.
Edit: by the way, Thanks to all that have played and rated my track, it was very cool to be a redlynx pick![]()
So you saw your track as a user made track? That's the first problem. You should see it like you were designing a track for the game. Your method may have given you 41,000 dls and Redlynx Picks, but you should know that the amount of dls doen't = quality of the track. And as a result of your method players who see past the gimmicks (like me) won't play this track more than a few times.Originally Posted by kellemann
You basically made a serious track, on top of a gimmick track.
If you make another multi-route track, then hopefully you won't think of the randoms who will 5 star your track after playing it once, and being fascinated by some useless gimmick.
if you are a hardore player than you really dont need the bottom line.Originally Posted by xzamplez
and if i make another track whitout thinking of the rating you will never know because it is swallowed by the tc in 10 min.
have you even tryed to upload a trak to tc?
and ofcourse i see my track as a usermade track because that what it is.
Shutup and let people make the tracks they wanna make.Originally Posted by xzamplez